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DynDOLOD is being terminated prematurely, suddenly closes


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I can use 2.98 but i cant use 3 alphax. Still doesnt work for me. Just closing itself and there is no bugreport or something. I tried everything but nothing change 

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Posted
1 hour ago, Asphaleia said:

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

Doublecheck you added the correct setting to the correct INI.
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI
Right under
[DynDOLOD]
RealTimeLog=1

Make sure to copy and paste the setting and that there are not leading or trailing space etc.
After saving doublecheck it was not accidently saved under a different filename.

Make sure to go through all FAQ answers that apply to DynDOLOD.

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Posted

Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

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Posted
3 hours ago, Asphaleia said:

Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

I would be nice if you could upload the real time log so I could look into improve the handling of the problem.

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Posted

Here's my logs ... no bugreport, no debug, etc.

Situation:

Running DynDOLOD Alpha 182 with the following settings on the Step build (standard settings for me, run hundreds of times on this and similar builds):

DynDOLOD_SSE_Default.ini

The problem occurs during occlusion processing. I forget which worldspace (might not matter). My PC simply shuts down, indicating that the CPU becomes too hot or the system is otherwise critical.  use water cooling and no overclocking. My system specs are in my sig. Due to the automatic shutdown, logging is cut off. Events are not able to print until reboot, and then only a general kernel shutdown error.

This is my second such crash, so that's why I'm reporting it.

Starting now, I have enabled system minidumps and set the following in DynDOLOD_SSE.ini:

Debug=1
realtimelog=1
GLListDebug=1
GLDebug=1

I will repeat the process as the previous 2x, and report back with additional info/logs.

For what it's worth, occlusion is always taxing on my CPU, but never to the point of a reproducible protective system shutdown. I could lower my occlusion quality setting, but I would rather troubleshoot the problem if possible, since my current config is historically reliable on my PC and mod list.

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Posted
49 minutes ago, z929669 said:

Here's my logs ... no bugreport, no debug, etc.

Situation:

Running DynDOLOD Alpha 182 with the following settings on the Step build (standard settings for me, run hundreds of times on this and similar builds):

DynDOLOD_SSE_Default.ini 105.76 kB · 1 download

The problem occurs during occlusion processing. I forget which worldspace (might not matter). My PC simply shuts down, indicating that the CPU becomes too hot or the system is otherwise critical.  use water cooling and no overclocking. My system specs are in my sig. Due to the automatic shutdown, logging is cut off. Events are not able to print until reboot, and then only a general kernel shutdown error.

This is my second such crash, so that's why I'm reporting it.

Starting now, I have enabled system minidumps and set the following in DynDOLOD_SSE.ini:

Debug=1
realtimelog=1
GLListDebug=1
GLDebug=1

I will repeat the process as the previous 2x, and report back with additional info/logs.

For what it's worth, occlusion is always taxing on my CPU, but never to the point of a reproducible protective system shutdown. I could lower my occlusion quality setting, but I would rather troubleshoot the problem if possible, since my current config is historically reliable on my PC and mod list.

The PC shutting down, BSOD is a hardware, BIOS or OS problem.
I suggest to stress test the PC with designated tools like prime95/OCCT and query an appropriate hardware forum.

Occlusion generation uses the CPU and not the GPU/OpenGL.
If you want to "troubleshoot" by reducing the CPU workload, use a lower quality setting or change process priority/core affinity with task manager or 3rd party tool.
If using lots of memory is the problem see https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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Posted
9 minutes ago, sheson said:

The PC shutting down, BSOD is a hardware, BIOS or OS problem.
I suggest to stress test the PC with designated tools like prime95/OCCT and query an appropriate hardware forum.

Occlusion generation uses the CPU and not the GPU/OpenGL.
If you want to "troubleshoot" by reducing the CPU workload, use a lower quality setting or change process priority/core affinity with task manager or 3rd party tool.
If using lots of memory is the problem see https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

My hardware is unlikely the issue, and stress testing would be redundant, as I have done all of that in the recent past with no hardware changes since. As mentioned, I've generated hundreds of times with the settings I provided. Memory is also not the issue. I rarely see more than 32 Gb of my 64 Gb committed when running the process.

My system did not BSOD. It simply shut down, so the problem was most likely with the CPU or system bus overheating past the threshold I have set. I will make it a point to monitor my temps though to verify. I may need to relax the threshold I have set once I know what's happening. It's fairly conservative at 85 C.

I will have more evidence soon with the realtime log and crashdump. Perhaps it will not crash, since the RT logging slows things down quite a bit.

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Posted
57 minutes ago, sheson said:

The PC shutting down, BSOD is a hardware, BIOS or OS problem.
I suggest to stress test the PC with designated tools like prime95/OCCT and query an appropriate hardware forum.

Occlusion generation uses the CPU and not the GPU/OpenGL.
If you want to "troubleshoot" by reducing the CPU workload, use a lower quality setting or change process priority/core affinity with task manager or 3rd party tool.
If using lots of memory is the problem see https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

As I suspected, my PC is shutting down due to CPU temp spike exceeding the now-higher threshold and fan speeds I've set. As mentioned previously, I use water cooling, and my PC is pretty optimized. I seriously doubt that my hardware and dust buildup have changed significantly in the past 30-60 days, but I will perform my routine PC fan/dust maintenance and do some performance evaluations with Prime95.

Rather, I suspect the occlusion routine is more aggressive or demanding than in previous Alphas for whatever reason. Based on some of the other recent posts for Alpha 182, there seems to be increased hardware demand with Alpha 182.

No crashdump, but here's my logs, including realtime debug for the record.

At this time, I will test with setting occlusion to '1' and disable the realtime/debug logging, since we have a plausible explanation for my recent crashes (overheating of CPU, specifically during occlusion gen of Sovngarde using quality level '3')

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Posted
33 minutes ago, z929669 said:

As I suspected, my PC is shutting down due to CPU temp spike exceeding the now-higher threshold and fan speeds I've set. As mentioned previously, I use water cooling, and my PC is pretty optimized. I seriously doubt that my hardware and dust buildup have changed significantly in the past 30-60 days, but I will perform my routine PC fan/dust maintenance and do some performance evaluations with Prime95.

Rather, I suspect the occlusion routine is more aggressive or demanding than in previous Alphas for whatever reason. Based on some of the other recent posts for Alpha 182, there seems to be increased hardware demand with Alpha 182.

No crashdump, but here's my logs, including realtime debug for the record.

At this time, I will test with setting occlusion to '1' and disable the realtime/debug logging, since we have a plausible explanation for my recent crashes (overheating of CPU, specifically during occlusion gen of Sovngarde using quality level '3')

The actual occlusion calculation code did not change in a long time.
The last notable change was with Alpha-129 in regards to the preparation part importing the heightmap ..\meshes\Terrain\[worldspace]\Objects\[worldspace].objects.heightmap.dat created by LODGen when generating object LOD instead of having to read all BTO. I suggest to restore the default OcclusionMaxThreadsObjectLOD=4 for whatever BTO it might still have to load.

If the CPU actually overheats, then there is a problem with cooling.

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Posted
8 hours ago, sheson said:

The actual occlusion calculation code did not change in a long time.
The last notable change was with Alpha-129 in regards to the preparation part importing the heightmap ..\meshes\Terrain\[worldspace]\Objects\[worldspace].objects.heightmap.dat created by LODGen when generating object LOD instead of having to read all BTO. I suggest to restore the default OcclusionMaxThreadsObjectLOD=4 for whatever BTO it might still have to load.

If the CPU actually overheats, then there is a problem with cooling.

Just following up: It turns out it actually was a hardware issue. Most likely CPU voltage related to AMD TPU setting I had neglected to disable over a year ago when I thought I had disabled all of the built-in overclocking. The only explanation as to why it became a bottleneck in my latest run is degraded performance over time as a result of stress on my hardware, due to the pervasive overclocking features of my motherboard.

Anyway, restoring optimized defaults corrected the problem.

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Posted

After installing all pre-requisites that support both TexGen and the new DynDOLOD Alpha 3.0 then successfully running TexGen and installing it's respective zipfile added into the folder (which I have placed into my C: drive and not any specific one folder)--I tried running DynDOLOD and through every attempt the window just decides to close without following up with a hint or anything that would help diagnose and locate the cause. I've tried reinstalling it with even the help of video and reinstalling the complimentarily required .NET and C++ and still the issue persists. The one thing I haven't tried that I can think of is just reinstalling the game itself and both TexGen & DynDOLOD but that would suck if it were caused by user error (which I'm definitively sure that it's me) that I overlooked. I asked around on reddit and received help from someone generous and was routed to come here instead. I'll hand over the same link I gave to them: https://workupload.com/file/4jbWsStCqvr. Thanks to whoever can help!

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Posted
12 minutes ago, lighthouse-lady said:

After installing all pre-requisites that support both TexGen and the new DynDOLOD Alpha 3.0 then successfully running TexGen and installing it's respective zipfile added into the folder (which I have placed into my C: drive and not any specific one folder)--I tried running DynDOLOD and through every attempt the window just decides to close without following up with a hint or anything that would help diagnose and locate the cause. I've tried reinstalling it with even the help of video and reinstalling the complimentarily required .NET and C++ and still the issue persists. The one thing I haven't tried that I can think of is just reinstalling the game itself and both TexGen & DynDOLOD but that would suck if it were caused by user error (which I'm definitively sure that it's me) that I overlooked. I asked around on reddit and received help from someone generous and was routed to come here instead. I'll hand over the same link I gave to them: https://workupload.com/file/4jbWsStCqvr. Thanks to whoever can help!

The provided debug log only shows the tool being started and then closed.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bgreport.txt to upload when making posts. It also explains what to do in case the tool is being terminated prematurely and can not write the logs.

Reinstalling the game makes no sense.

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Posted (edited)

Sorry I meant to upload this log instead: https://ufile.io/5ihl5q8d. Since there is not an error report I found this by looking through the windows event viewer as lied out on the page: https://ufile.io/5s11wwng. Before it terminates a separate window launched for building LOD objects which afterwards never returns to the other window. Edit: For the other windows report, this is everything it says...

Fault bucket 2078537651282966566, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: DynDOLODx64.exe
P2: 3.0.0.182
P3: 67084b88
P4: KERNEL32.DLL
P5: 10.0.19041.5072
P6: 81ca7054
P7: c000001d
P8: 0000000000020220
P9: 
P10: 

 

Edited by lighthouse-lady
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Posted
7 hours ago, lighthouse-lady said:

In case the log I provided is not relevant I've zipped the folder that includes all of them: https://ufile.io/z3r6heww

There seem to be no realtime log included in any of the uploads.

In any case, the exception c000001d from the Windows Event log hints at unstable hardware, overclocking, BIOS settings, memory timings or OS problems. Make sure the system is stable by running something like prime96/OCCT.

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Posted (edited)

Nothing has stood out to me that would imply hardware error, I can use window event viewer and find no other violation or with the same code as this one. I did stress test though and everything runs smoothly with more than reasonable temps (I can play cyberpunk with 50-60 for gpu & cpu) with no crashing or artifacts of any kind w/o overclocking aside from xmp. I found something saying that memory page for my ssd could be the issue and to solve this I should try increasing the pool? Is it fair to say that this might be to with city/town expansion mods I have installed? I did try once to just generate Tamriel so that stuff like Beyond Reach wouldn't interfere somehow. Maybe looking through SSEedit is the only option left? I'm not sure where to begin looking though since I don't have anything to help diagnose this.

EDIT: I did recently have my motherboard RMA'd and since it was the same model and everything I felt no need to reinstall windows but I suppose an OS issue could be causing this. I've thought that a corrupt OS would not only be obvious just with regular desktop usage but also through gaming (like crashing or low performance). 

Edited by lighthouse-lady

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